More IFV modes (weapons/turrets)

Bug #895596 reported by DCoder DCoder
28
This bug affects 5 people
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
AlexB

Bug Description

Current plan is simply adding more weapons to the IFV like [FV]
WeaponCount=x
Weapon1=
EliteWeapon1=
Turret1=; index like now and updating IFVMode= to support multiple slots so one unit can carry multiple weapons.

Thoughts?

Tags: like multiple
Revision history for this message
Firefly (firefly) wrote :

Basically, you want opentop-logic but with changing turrets?
IMO opentop is enough

Revision history for this message
WoRmINaToR (worminator) wrote :

this is different than opentopped logic; with opentop, the unit inside uses its own weapon, in an IFV, the unit inside changes the IFVs weapon into a selected weapon that doesn't necessarily have to be one of the passenger units' weapons. Furthermore, it changes the turret graphic and the IFV gets the veterancy for the kills, not the unit inside (because AFAIK units inside an opentop get the veterancy, not the transport).

Revision history for this message
Black Temple Gaurdian (black-temple-gaurdian) wrote :

*facepalms @ Firefly*
So the IFV normally is an oppen-topped unit in your view?

Anyway, how many modes does the IFV support at the moment, and how many is it planned to be raised to?

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

It supports 18. My methods would allow infinity.

Revision history for this message
Renegade (renegade) wrote :

Weapon∞=

Changed in ares:
assignee: DCoder DCoder (dcoder1337) → nobody
AlexB (alexander-b)
Changed in ares:
assignee: nobody → AlexB (alexander-b)
milestone: outdated-0.3 → 0.e
status: In Progress → Fix Committed
mevitar (mevitar)
Changed in ares:
status: Fix Committed → Fix Released
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